Sabin_Stargem: I consider indie games to be just as valuable, if not moreso, than AAA games. Lobotomy Corporation and La-Mulana deserved a pricing of $60 at release, and should have been considered the GOTY of their time.
Let's be clear: AAA games are at the price they are at, not because of their creativity or craftsmanship, but simply because they are backed by corporations that have reputation through sheer fiscal strength. What you are paying for is the chance to say "I played that", and to be able to talk with other people who share that common experience.
This isn't to say there are no great AAA games. Rather, I think that people mistake their opportunity to connect with society as an inherent quality of the game, when it is actually the power of FOMO at work.
AAA games also cost a bucket-load more money to make.
They usually have a small army of people working on them. Those wages do pile up.
Obviously, the companies often make an healthy profit off them, but I don't think they could afford to charge what a lot of indie games are charging. They'd go under.
Making things ultra realistic costs money and makes you move slow.
myconv: Furthermore, too many indie titles brag about "pixel art" which is just low res regular art. And their fan base loves it. But I'm sick of it. Come on developers. Get to modern times and use a proper resolution. You can still hand draw the art if you like, but use MS paint , GNU image manipulator, or something. Just something where you aren't struggling to even read the text sometimes. Sometimes I suspect it's just catering to nostalgia.
Is there anyone at all who agrees it's time for less low res art in modern games?
The funny thing about that is that it is pretty time intensive to make.
My wife is into drawing, art and design and I sometimes show her games asking her "can you do something like this?" and whenever it is pixel art stuff, she tells me that it would take way too long.
It gave me a new level of appreciation for the people that do it.
SpaceMadness: Developers are largely undervalued for their work
clarry: Isn't what the market is willing to pay the best indication of value? How else would you assign value to the work?
I think game devs have it worse than devs in a lot of other industries. For equal amount of skill and work, you can usually find better pay elsewhere and that's why I would never work under someone else as a game developer.
Fact of the matter is that too many developers want to work on games and that plays against them in the labor market.